Does anyone know if it's possible to have Graphic-type symbols in a shared library as it won't let you add an identifier to them? It's ok to use Move Clips but they increase the file size.
I am working in two different applications, one to be compiled for desktop use (AIR) and one to be compiled for the web. They are part of the same project and use the same visual components, but they are completely different apps. When a visual component is changed in one application then it should also change in the other one. Is this a good situation to use a shared library fla? I am new to the concept of shared libraries and I am considering the options.
On one had I would not have to update 2 applications everytime I change something, on the other, I would always have to recompile the library folder when I do the smallest changes to a component.
Let's say I have Class Holder linked to a MovieClip holder_mc. holder_mc has a child held_mc that has a Graphic Symbol pic_gr. pic_gr has multiple frames.
From the Class file of Holder, how would I change the frame of pic_gr? I also didn't see a way to name the instance of pic_gr, is that right?
I'm trying to export my flash animation to quicktime, but because for some odd reason the normal .mov exporter on flash corrupts the images, I'm exporting to .swf, importing to premiere pro, then exporting again to .mov. The problem is that .swf import on premiere pro only captures the first layer of the timeline, so I have to use graphic symbols in order to get all the animations out on the first layer. Now I'm trying to do blur on some of the symbols, but graphic symbols can't have filters, and movie clips won't show up on premiere pro.
Let's say I have Class Holder linked to a MovieClip holder_mc. holder_mc has a child held_mc that has a Graphic Symbol pic_gr. pic_gr has multiple frames.
From the Class file of Holder, how would I change the frame of pic_gr? I also didn't see a way to name the instance of pic_gr, is that right?
Should I use Movie Clip or Graphic Symbols for Character Animation? What do people who make TV shows use. If I'm not planning on manipulating any symbols with ActionScript and I'm not using a symbol that requires it's own time line like a walk cycle, is there any reason to use movie clips symbols? If I put my animation on the web will it download noticeably faster if I use graphic symbols instead of movie clip symbols?
As the title says, how do you animate the resizing and moving of graphic symbols without making the other objects go invisible? I'm using Flash CS4. Here are the bizarre, unexplainable problems I've had before. First of all, here's my basic scene. It's 6 rectangles and 8 half-circles. [URL]. First thing I tried doing was applying a Classic Tween (since Motion Tween did nothing and Shape Tween was disabled). However, what that did was turn every object in the entire work space into one giant object for no reason at all, which certainly isn't what I wanted. [URL]. What I realized is that in order to avoid having all of the objects merged into one, I had to create a brand new file first. [URL].
Next, I added in a blank keyframe and a Classic Tween while the workspace is still empty. [URL]. Then finally copy/paste the objects into the first frame from the first file: [URL]. Now I paste those shapes again into the target frame and resize one of the diagonal shapes: [URL]. Then I moved that rectangle to a new position: [URL]. However, when I preview the animation, only the animating object shows up... everything else is invisible. [URL]. Also, if I try moving a different object, the rectangle will start spinning for no reason. [URL]. How can I animate this object without making everything else go invisible and keep the object from spinning out of control?
The title might be a little misleading. Look at my code and I will explain
public static function loadTile(tileDir:String = "empty"):void { if(tileDir != "empty") { tPoint = new Point(0,0); tRect = new Rectangle(0,0,30,30);
[Code]...
I am trying to do tiling with sprites. I want my tiles to be interactive, so that is why I am using the sprite object instead of using regular bitMaps to represent my tiles. You might be wondering why I wouldnt just use graphics.beginBitmapFill(tImage); and graphics.drawRect(0, 0,tWidth ,tHeight ); to pick out the tiles I want to use. Well reason being is because it turns out that drawRect() first and second parameters actually alter the location of where the actual sprite sits at.
So if I set the x and y properties of the sprite to x = 20, and y = 20. then I set my drawRect(20,20). it actually adds an extra 20 pixels to my x and y coords of my sprite. And I know the reason why, I just need to know a better way.
I have an input text field for email address that is not allowing me to type anything but letters, numbers, spaces, and * I need to be able to type @ as this is an email address input field... Is there a setting I can change to allow for this?
In my child swf I am using the sound from library with "attachSound". I also use the play/pause button controls of this sound alongwith the other animation.
Now when I load this into my main swf file with "loadMovie", It plays fine but no sound. I found that this is due to no sound linkage in my main file library.
Is it possible to inherit the objects of a library symbol?Say I have a symbol named Testwith a red rectangle inside of it (defined in the main .fla file) named Member.
I have an .fla I created a while ago. In it is a movie clip in my library which I now want to use in a new .fla. This movie clip is reliant however on an image which is also in the library. I have tried selected both the image and movie clip, copy them, and paste them into my new library, but this doesnt work. I have tried cutting... I have tried duplicating and copying the duplicate. Nothing seems to work. Is there anyway of getting a symbol from one library into another?
I know it`s possible to do the following on Button symbols:
btn1.mouseEnabled = false;
to make it so when the user rolls over the button, the mouse icon doesn`t change to a hand.
But it seems that all the Graphic symbols "mouseEnabled" are by default "true". As when using "Convert to Symbol" -> "Graphic" objects cannot be instanced, the following cannot be used:
graphic1.mouseEnabled = false;
What is the solution to turn all graphics "mouseEnabled" to false?
In my child swf I am using the sound from library with "attachSound". I also use the play/pause button controls of this sound alongwith the other animation.Now when I load this into my main swf file with "loadMovie", It plays fine but no sound. I found that this is due to no sound linkage in my main file library.Now the issue is that I want to share my child swf's library with main file's library.
I've got a question which is primarily an OOP question, but it is specific to AS3 in it's implementation.
I writing an interface which consists of displaying a (circuit) card rack which holds twenty cards of various types. Some of the properties of the cards are common to all cards such as slot number, card type, id, etc. They also behave similar when clicked on, taking you to another view.
It seems to make sense to create an abstract class (Card) that has all the common properties and behavior of all the cards, and then extend that class to create the specific card types, but the problem is that the display objects representing the cards are movie clip symbols in the library.
It boils down to this question: How do I extend a class that is already extending the movie clip class (a symbol in the library)? I know that AS3 doesn't allow it, but I figured someone has probably run in to something like this before.
I'm using Flash CS4 with Win7 and if I create a movieclip symbol in an FLA file such class name such as GreenBox. When I put the following line into my actionscipt 3.0 code, I get the error: "You cannot debug this swf because it does not contain actionscript.The line of code is:vargreenBox:Green Box = new GreenBox();Any ideas what's going on. Never had these problems with CS3 and Win XP.I did double check to see if I had the debugger version on Flash Player.
I've started a new cs3 flash file. I've created a few symbols, scattered them about the stage, then gone to start writing my class file. I've created the class fine and i have created an external .as with the same name as the fla file (miniGolf.fla and miniGolf.as). The problem is that i can't link the fla to the .as. Every time I click the little pencil icon I get an error saying:
"You must specify a unique class name that is not associated with any library symbols"
how Flash handles garbage collection of the library symbols? E.g. If I attach a Bitmap symbol to a MovieClip symbol(drag to the first frame, MovieClip linked to a MovieClipClass) Is the following enough to make the movieclip eligitable for garbage collection?e.g.
ActionScript Code: var mc:MovieClipClass = new MovieClipClass(); addChild(mc); //some time later removeChild(mc); mc = null;
I wonder if it will remove the bitmap loaded as well, or at least make it eligitable. I'm loading massive bitmaps, when I create other new MovieClipClass I notice the image loads instantly as oppose to that bit of lag.Or is there a different way to manage the bitmaps for the bitmap symbols?
I've created a few symbols (movie clips) in my library. They are basically "panels" for user input etc. I've sized them carefully and do my best to have them stay within a 320x240 size. But when I load them they come in with larger width and height dimensions...as if there are some objects/symbols/graphics that are invisible or something.
This happens with EVERY library movieclip i've created.
So I added a bitmap to my library in flash CS5, and in its symbol properties I checked "Export for AS" and "Export in Frame 2" (I set Export Classes in Frame: 2 in AS settings.) On the first frame of my main timeline, I have
i have got a problem with actionscripting.That is i created 3 tab buttons and each tab buttons has got its symbols.I want to drag and drop them onto the canvas ,using drag and drop,but however when i click the second tab button the first symbol that i drag to the stage dissapears?Anyone knows how to make it stay .Is like a Signage developer for LTA(Land Transport Authority) Designer.
I have just started using Flash CS5 recently and have a question about the classic tween. I have noticed that when I make a classic tween Flash automatically makes symbols out of my grouped objects. I have worked with previous versions and it was sufficient to just group my objects on the stage to make a tween. Is there a way to turn this feature off? I'm an animator and it's very annoying and messy to make a symbol out of all the objects I want to animate.
I have a package that extends my sound class that I want to also control the alpha of an existing symbol on my stage. I have read that this would be ideally done through some sort of event listener but I can't find a way to do it. Basically, my package generates a wavelength that I want to control the alpha of an existing library symbol. I have gotten examples to work the way I wish but can't seem to get my package to access the main .swf's library.
Here's the code:
package {import flash.events.SampleDataEvent; import flash.media.Sound; /** * A dynamically generated binaural beat carrier wave Sound with frequency easing. */
Apparently, there is a way to have one library, update a symbol in that library, and have the one update be reflected in 10 different documents that share that library. However, I cannot find any (coherent) documentation on how to do that.
Been reading all your posts and tried everything, but nothing seems to work. The problem isindex.swf as a class named AssetsLoader.as. This class loads sharedlib.swf which as a font in it. I need to register the font at index.swf, but i get this damn errorError #1508: The value specified for argument font is invalid. at flash.text::Font$/registerFont()Here are the files:
***sharedlib.swf***Font properties at library panel:-Export for ActionScript (CHECKED)-Export in frame 1 (CHECKED)-Class: DINBold-Base Class: flash.text.font **AssetsLoader.as***(...)var _loader = new Loader();_loader.addEventListener(Event.COMPLETE,